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/vr/ - Retro Games


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File: 353 KB, 757x425, space invaders.gif [View same] [iqdb] [saucenao] [google]
4067326 No.4067326 [Reply] [Original]

have you ever made a game /vr/?

>> No.4067341

I have. A flash game I did for a game design course (it's a joke to call that stuff education). The game is called Shoot Stuff In Space. It contains about 3-5 minutes of nonrepeatative gameplay. Featured a wacky idea where increasing your score increased the speed of your ship making it progressivly harder to control. If I were ever to continue development (not bloody likely) I'd have some enemies drop speed down powerups.

>> No.4067378

Do shitty RPG Maker 2000 games count?

>> No.4067379

I made games in BASIC on my Atari 800 when I was a kid

>> No.4067478

>>4067326
Yeah, but it was just a couple basic clones of games like Pong, Space Invaders, and some generic platformer.
The platformer had some randomly generated elements, but it was pretty basic, and I wrote a shitty AI for the second player in the Pong clone.

Someday I want to make a space shooter (like Star Fox), but with a few of my own twists, but I kinda balked at the complexity of it.
That and the fact that I have entry level 3d modeling skills.

>> No.4067482

Go to bed Sakurai

>> No.4068132

Yeah I'm also making a game
Hopefully someday other anons on /vr/ might be interested in playing it since I'm making it for an old console, I've seen several threads in which they said that if it works on an old console it counts as a /vr/ game but opinions on that vary.
Its a bit more involved than space invaders so it could take a while to make

>> No.4068136

>>4067326
i assume ,by this gif, the object of the game is to control the green boat by moving the white cats-clouds??

how is that a game

>> No.4068150
File: 440 KB, 657x380, screen-10-04-2013_21-31-06_5004.png [View same] [iqdb] [saucenao] [google]
4068150

made? no. many attempts at making a cave story rip off though

>> No.4068161

>>4067326
Yes. Many.

>> No.4068197

>>4067326
I made a tetris clone from scratch in C++ with the help of a guide. I've also made 3D models, textures, maps, sounds, music, and programming changes to Quake 1 and Half-Life as a proof of concept that I could do such a thing, they turned out ok, more or less, but I wouldn't call it a complete game, just all the steps to make one.

>> No.4068276
File: 309 KB, 763x476, yglypy.png [View same] [iqdb] [saucenao] [google]
4068276

>>4067326
I ported a freeware PC game called Hydra Castle Labyrinth to the 3DS.
I want to get into GBA programming and try to port Super Crate Box to it.

After that I want to work on original things. Porting already existing games is just for programming practice.

>> No.4068314
File: 1.18 MB, 256x256, PICO-8_2.gif [View same] [iqdb] [saucenao] [google]
4068314

Started creating a de-make of a Civ game on PICO-8 a couple of months ago, but then lost motivation and now have no time to work on it anymore.

Pic related, current state. Map generation, cities, units, movement and menu system are working, but little to no gameplay mechanic implemented yet. Graphics are to be considered placeholders.

>> No.4068337
File: 146 KB, 1317x847, bob shark.png [View same] [iqdb] [saucenao] [google]
4068337

3D modeler guy here. No, but I'm trying and I would love to do it.

Any programmer interested in working with me? I require someone who can understand Unity well and is willing to let me design and direct the game.

All games will be low poly (in different styles), but I'm not interested in just plagiarizing old games like most indie developers. I'm a nice and funny guy, but I'm also a jaded motherfucker who can be pretty bossy sometimes and I have a clear vision of what I want to achieve. Yet, I'm willing to hear suggestions.

>> No.4068347

>>4068337
why not learning to code?
unity is easy as fuck.

>> No.4068358

>>4068347
Because I can't do everything at the same time. I already model, design, write, but I also have to eat, sleep and I'm also a theatre actor.
Yeah, Unity is easy and I'm having a good time with it, but still.

>> No.4068367

The closest thing I ever made that would classify as a "game" is the final project in my programming class in high school. It was just a simple "click the button" game that demonstrated competency with all the general modules we covered in class. Nothing interesting, just a button in a window that would jump around to random locations in the window after being clicked and using a timer to count how many clicks in a period of time and increase speed the better a person was.

It was literally the most basic thing I could have designed in VB6 (this was before VB.net even existed, so still technically /vr/). Still, I was proud of my accomplishments at the time and I did well. I added some flourishes and such to keep it from being the most boring thing ever. I kept a list of high scores it would read from a text file, minor cheat protection that would detect if someone used space or enter to avoid clicking, dynamically adjusting button size based on window size, etc. Nothing that would pass as even the most basic cellphone game these days.

>> No.4068378

>>4068358
"Artists" who have ideas for a video game are a dime a dozen.
If you don't have any programming skills, you're not getting your game made.
Especially since your model looks pretty boring (intentionally so or not), I don't see a talented developer being interested.
Or, you could take 3 or 4 months and just learn to do it yourself.

>> No.4068393
File: 1.43 MB, 320x180, clip.gif [View same] [iqdb] [saucenao] [google]
4068393

I've written a couple games and more game engines than I am ready to admit.

>> No.4068395

>>4068337
Get back on /vr/ and post more art, presto!

>> No.4068396

>>4068378
Not him, but one man projects are doomed to fail or suck. Ideally you want at least one person doing art and one person doing programming then split everything else as needed.

Unity is shit though, make your own engine tailored to your needs.

>> No.4068416

I once made an arcade-y rythm game using PureData, an application for making audio processing patches (kinda like max/MSP). I don't know how to write a single line of code and I wanted to try out a graphic manipulation library included in the program. It felt like trying to bake a wedding cake with a toaster, but damn if I didn't feel proud after making it.

>> No.4068418

>>4067326
Never really finished a game, no, but sometimes I'll dick around with Clickteam or RPG Maker for fun. I've made one or two Doom levels as well.

>> No.4068502

https://www.youtube.com/watch?v=Kh9RnqHdk9s
https://www.youtube.com/watch?v=LKvmlP-YTY4

i made those years ago
don't laugh

>> No.4068527

>>4068502
cool.

now rate mine.

https://www.youtube.com/watch?v=d8pKrTTYsdo

>> No.4068548

>>4068527
well it's retro i guess

>> No.4068565 [SPOILER] 
File: 69 KB, 719x703, 1497903121304.jpg [View same] [iqdb] [saucenao] [google]
4068565

>>4068337
I'll work with you if we can keep the scope of the game down. Add your email field and I will reach out.

>> No.4068585

>>4068565
>email field
is long gone

>> No.4068624
File: 84 KB, 601x571, graviton_edit.jpg [View same] [iqdb] [saucenao] [google]
4068624

I've made several. I still need to finish the last one I was working on. https://github.com/gewballs/graviton

Recently I've been getting into FPGA, and I am wanting to make a PPU- or VDP-like graphics chip.

>> No.4068651
File: 21 KB, 294x430, grav.png [View same] [iqdb] [saucenao] [google]
4068651

>>4068624
>I've made several. I still need to finish the last one I was working on.
Yeah you do >:(

>> No.4068692

>>4068378
As we have many artists that can't design a game or write, we have many programmers that aren't creative.
Please, I'm not some deviantart retard who thinks he had THE GREATEST IDEA EVAR and wants to shove his shitty ideas down people throats.
I'm serious and with solid documented concepts.

>>4068565
Simple games?
Would you be in for a beat em up or a wrestling game? A classic RPG?
We would start with something simple.

>> No.4068750

yeah, making a simple rpg maker game with a gimmicky battle system
probably going to make it similar to sweet home or something

>> No.4068924

>>4068337
>3D modeler
>let me design and direct the game
do not want

>>4068396
One of the things I liked about old 8 bit systems with limited resources is that one man projects were viable. It's nice to have a team and certainly speeds things along but there's only so much you can do in a few kb and one person can usually handle it all.

>>4068692
That's exactly what I'd expect some deviantart faggot to say. You'll probably want to distinguish yourself from the >9000 of those who have come here begging for programmers by showing some examples of games you directed.

>> No.4070138

>>4068924
>One of the things I liked about old 8 bit systems with limited resources is that one man projects were viable.
IMO 16-bit systems and early 32-bit systems, including the PC before Voodoo, were the best for one-man projects. The resources they had were still quite limited, but the developer was no longer forced to write assembly for performance. Pascal, structured Basic dialects like Blitz BASIC, and C sped up the development tremendously and allowed for real code reuse.

>> No.4070193

>>4067326
>>4068527
Quit baiting for (you)s here on /vr/ and get your dumb ass back to /agdg/ and try to make something of actual merit.

>> No.4070248

For a class I took my 2nd year of college I made a game boy game where you are the compass from Zelda and you avoid falling jigglypuffs. My friend made a game where you are a scrotum and you jump over walls.

>> No.4070304

I'm working on a beatem up, hope you guys like it, one day I will ask for suggestions here, hope its not agaisnt the rules.

>> No.4070335
File: 85 KB, 788x629, lina cry.jpg [View same] [iqdb] [saucenao] [google]
4070335

>>4068565
>tfw I will never be a billionaire tech mogul's arm-warmer

why live

>> No.4070963

>>4070138
You still needed assembly for performance but a lot of people just didn't care or made games where it wasn't needed. A PC platformer that that looked like mario and ran at 15 fps was super groovy in 1990.
A lot of stuff had the high level logic and a high level language and the speed sensitive stuff in assembly. I did this a lot, especially with things I made frequent changes to.

>> No.4071031

>>4068651
audiofag, is that you?

>> No.4071128

>>4068337
Learn C and make your own engine.

>> No.4071251
File: 88 KB, 400x400, DNsXXq9.jpg [View same] [iqdb] [saucenao] [google]
4071251

>>4071128
>3D engine in C
At LEAST use C++, Jesus.

>> No.4071264

>>4071251
Old OpenGL is all C and it's a beautiful interface.

>> No.4071331
File: 47 KB, 600x549, 49d.jpg [View same] [iqdb] [saucenao] [google]
4071331

Yes I made a cringe-worthy "sequel" to Shadow the Hedgehog using The Games Factory. It was basically like 2D Sonic with a gun but I had no idea how to make loops or grind rails so Shadow just shot robots and ran really fast. It sucked but I was 13 lol.

>> No.4071420
File: 1.30 MB, 1920x1080, karnov 64 2.png [View same] [iqdb] [saucenao] [google]
4071420

>>4068924
>do not want
So what do you want? I should drop the 3D modeling and label myself "game director", like someone on deviantart would do? So every single 3D artist who worked on game design is wrong?

>One of the things I liked about old 8 bit systems with limited resources is that one man projects were viable.
And yet there's not a single notable 8 bit game developed by a single person. Those kind of projects are more viable now, with modern tools.

>That's exactly what I'd expect some deviantart faggot to say.
So, they're better than what I thought, because deviantart trash usually can't create. They just have ideas and shitty OCs, not actual 3D models or a game design document.

It's PHYSICALLY IMPOSSIBLE to develop a full game all by myself.
There's the 3D modeling, and with this we have unwrapping, texturing, rigging and animating, all process that takes hours to complete for a single character after hours of planning. And before all that, we have character design, and that comes after game design, as games should be built over mechanics and not over characters. Again, hours of development.
Besides that, I have a life. I spend some hours walking and at the gym to get fit (that's rare, an artists that lifts), hours at the kitchen to cook something good like pizza and gnocchi, hours acting and hours rehearsing for theatre plays.
Then I would have to also learn unity AND learn programming, as I want to create real games and not cobble shit together at Unity and call it a day.
See, impossible. You would know that if you actually tried to understand how game development works. Not even the most shut in autistic neckbeard could do that unless if was to shit the billionth "8 bit" Castlevania clone.

Se /agdg/. We have some good ideas there, but most games are just Unity character demos, while the only ones that actually progress are too simple and too derivative of what we all already played decades ago.
They're mostly working alone and going nowhere.

>> No.4071425

>>4070304
2D or 3D?

>> No.4071426

>>4071128
lol what a waste of time

>> No.4071450

>>4068337
>do all the work and heavy lifting so I can have complete creative control

Lol

>> No.4071451

>>4071420
>Besides that, I have a life. I spend some hours walking and at the gym to get fit (that's rare, an artists that lifts),
senpai, please.

>> No.4071454

>>4071426
>>4071251
>being this impure
/g/ is disappointed in you guys.

>> No.4071473

>>4071450
3D modeling, rigging and animating is pretty heavy. Besides that, someone has to actually direct the game, or else you get a complete mess.

>> No.4071485

>>4071473
Has there ever been a single time where an "artist" successfully managed to direct a project that didn't turn out to be a complete mess full of terrible design decisions and missed deadlines?

>> No.4071490

>>4071420
oh god, artfag going on a rampage. everyone abandon thread while you still can

>> No.4071541

>>4071485
Many japanese games were directed by artists. Street Fighter 2 was designed by an artist, Akiman, who also was the art director, character designer. He also created Final Fight along Akira Nishitani.
Ken Sugimori of the Pokémon fame also designed and directed SmartBall, Pulseman and Drill Dozer. GameFreak must have been pretty good to work, a group of friends that could create good games.

Perhaps most old japanese games had directors that also worked on art.
It's easier for artists than for programmers.

Programmers used to design and direct games until the 8 bit era began. Actually, many Atari games where done by a single person.

>> No.4071579

>>4070963
>A lot of stuff had the high level logic and a high level language and the speed sensitive stuff in assembly.
Exactly. Putting a couple assembly blocks here and there was a whole different thing from writing your entire program in assembly. It's still common in games, video codecs, etc. where the developers don't trust the compiler to emit the correct SIMD code.

>> No.4071750

>>4071420
>So what do you want?
World peace, free beer and an unlimited supply of hot large breasted nob gobblers
Call yourself what you are. And whatever that is back it up or no one serious will take you seriously

>And yet there's not a single notable 8 bit game developed by a single person
Add young and naive to whatever it is you call yourself. There are some very popular games that were done by just one person. Ultima and roller coaster tycoon off of the top of my head at the two ends of the /vr/ time line.

>It's PHYSICALLY IMPOSSIBLE to develop a full game all by myself
Don't doubt it. Seems you don't have any of the required skillsets

>prima donna rant
And that's why no one will work with you. I mean aside from you having nothing to bring to the table.

> if you actually tried to understand how game development works
I've been involved in many aspects of game development over the last 30 years. This morning I interviewed a bunch of CD candidates because we're looking to add some more games to our platform. Two of them had excellent ideas and despite being obviously young artfags who keep themselves fit didn't feel it was important to bring up any of that shit.

>Se /agdg/. We have..
Cool portfolio faggot. Sounds legit. I'm amazed people aren't beating down your door begging you to direct games for them because of that.

>> No.4071857

>>4071420
>And yet there's not a single notable 8 bit game developed by a single person.
Adventure, Pitfall!, Yars' Revenge, E.T. (notable != good), Pac-man, and other 2600 games. Add to that a bunch of games for 8-bit computers, notably Will Wright's original version of SimCity for the C64.

>> No.4071864

>>4067326
I made a game in 1999 with Visual Basic called "Kill Fag".

You beat up a faggot draw with epic MS PAINT graphics by clicking on a couple generic gray buttons that say PUNCH and STAB.

My later turn-table flash game isn't really a game was made in 2000 so it's NOT RETRO.

>> No.4071869

ITT: people who think game development is only about programming.

>> No.4071882

>>4071869
are you going to brag about using a level editor and calling yourself a "game developer" ??

>> No.4071916

>>4071882
Well, he can call himself a game designer.

>> No.4071920

>>4071882
No, I can actually write programs for old hardware (>>4068624). I recognize a wide variety of talents go into making a quality game. Programming has the biggest barrier to entry, and it's obviously necessary to realize a video game, however that doesn't make it any more important than good game design or presentation when it comes to making something enjoyable.

>> No.4071924

>>4071869
Game development is about ___everything__.

>> No.4071965

>>4071869
Nope. Many people have said it's more than that. You sound like an assblasted baby who can't

>> No.4072000

>>4068378
Its funny i know a bunch of guys learning "game design" at uni and they are learning no programming at all, such a meme course that was highly unrecommended when i was looking at uni yeara ago.

But on topic ive been slowly learnig game maker, starting off slow gonna make pong clone to start and hopefully some other stuff later if i get the hang of it.

>> No.4072004

>>4071420
dude you are pretentious as fuck, I can already tell you'd be a living nightmare to try to work with. probably bossy, controlling, narcissistic, wants you to make a game for him while he takes all the credit.
that's why no programmers wanna collaborate with you.

>> No.4072010

I've tried, but I don't have the patience or skill to write a complete design document, and you're not going to get anywhere with your game if you don't know exactly what you want.

Besides, Steam's effectively shut out indie devs with the closure of Greenlight, and they are the only relevant PC gaming marketplace..

>> No.4073802

>>4072010
How about itch.io?